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(+3)

I really like the gameplay loop! At the beginning it was a lot to take in all at once but once I got rolling I was in the zoneeeeee. The each-color-does-its-own-thing angle is really fun too, especially since there's interplay between them. 

The only thing I wanted more of was visual feedback from my upgrades! It was a bit hard to tell exactly where the effect was occurring, but that's honestly a pretty small gripe.

Great work y'all :) I had a ton of fun with this one!!

(+3)

Oh! I'm also really curious about how you guys implemented the item system. I did something similar and I want to compare notes since I have a tendency to over-engineer everything haha. Plus it'd be cool to see how Unity vs Godot works with that sort of thing. Lmk!

(+1)

We had a generic item scene, and inhereted different item nodes from it. they all had an initializer that connected signals from other parts of the game to whatever effect the item had. the signals system in godot worked really well for this, especially for the spells.